Papert's Microworld and Geogebra: a Proposal to Improve Teaching Of

Total Page:16

File Type:pdf, Size:1020Kb

Papert's Microworld and Geogebra: a Proposal to Improve Teaching Of Creative Education, 2019, 10, 1525-1538 http://www.scirp.org/journal/ce ISSN Online: 2151-4771 ISSN Print: 2151-4755 Papert’s Microworld and Geogebra: A Proposal to Improve Teaching of Functions Carlos Vitor De Alencar Carvalho1,4, Lícia Giesta Ferreira De Medeiros2, Antonio Paulo Muccillo De Medeiros3, Ricardo Marinho Santos4 1State University Center of Western, Rio de Janeiro, RJ, Brazil 2CEFET/RJ, Valença, RJ, Brazil 3Rio de Janeiro Federal Institute (IFRJ), Pinheiral, RJ, Brazil 4Vassouras University, Vassouras, RJ, Brazil How to cite this paper: De Alencar Car- Abstract valho, C. V., De Medeiros, L. G. F., De Me- deiros, A. P. M., & Santos, R. M. (2019). This paper discusses how to improve teaching of Mathematics in Brazilian Papert’s Microworld and Geogebra: A Pro- schools, based on Seymour Papert’s Constructionism associated with Infor- posal to Improve Teaching of Functions. mation Technology tools. Specifically, this work introduces the construction- Creative Education, 10, 1525-1538. https://doi.org/10.4236/ce.2019.107111 ist microworld, a digital environment where students are able to build their knowledge interactively, in this case, using dynamic mathematics software Received: June 6, 2019 GeoGebra. Accepted: July 14, 2019 Published: July 17, 2019 Keywords Copyright © 2019 by author(s) and Microworld, GeoGebra, Seymour Papert, Information Technologies in Scientific Research Publishing Inc. Education This work is licensed under the Creative Commons Attribution International License (CC BY 4.0). http://creativecommons.org/licenses/by/4.0/ Open Access 1. Introduction This research’s main goal is to present a proposal to help Brazilian teachers im- prove their educational practices. Many of them are not familiar with Informa- tion Technologies (IT) and do not know how to use educational softwares in their classrooms. Abellón (2015) informs that only 2% of Brazilian teachers use TI in their classes, mainly due to lack of access to computers, lack of formal training in pedagogical softwares and low-speed Internet connection. He further details that there is, on average, one computer for every 34 students in Brazil’s schools. Consequentially, several Brazilian teachers still follow traditional pedagogical techniques, where they require students to memorize contents in a rigid, me- chanic way. Freire (1987) describes this process as “bank style education”, where DOI: 10.4236/ce.2019.107111 Jul. 17, 2019 1525 Creative Education C. V. De Alencar Carvalho et al. teachers “deposit” information in students “empty” minds. However, this conception is not adequate for modern students, since they use IT massively even before they enter school. They are skilled in using social me- dia and expect to have instant access to information through Internet. Their minds are far from “empty” and traditional educational methods used by many teachers end up frustrating them. D’Ambrosio (1991) defines these methods as “obsolete, uninteresting and useless”. As a result, this study intends to present a proposal to improve teaching of Mathematics using Seymour Papert’s Constructionism associated with Informa- tion Technology (IT) tools. It aims to describe how to use a dynamic mathemat- ics software, like GeoGebra, to build an interactive environment suitable to modern students.to create these components, incorporating the applicable crite- ria that follow. 2. Papert’s Constructionism School has not changed much for a long time. New technologies and media have little influence on how teaching and learning happen in classrooms. Ripper (1996) affirms that many educational systems still prepare its students to execute repetitive tasks without questioning, a style of work that dates back to XIX cen- tury. However, modern jobs demand creative and proactive workers, able to adapt to new challenges and circumstances. In consequence, schools have to de- part its traditional posture and change to face those demands. Papert (1992) describes this situation using a parable, where he imagines teachers traveling through time from a century ago to visit a contemporary classroom. While some objects might look strange, the teachers would easily recognize the place as a classroom, very similar to the ones in their own time. This parable leads to a question: “Why, through a period when so much human activity has been revolutionized, have we not seen a comparable change in the way we help our children learn?” (Papert, 1992: p. 2) These traditional methods lead to dissatisfaction among modern students. “To the extent that children reject School as out of touch with contemporary life, they become active agents in creating pressure for a change. Like any other social structure, School needs to be accepted by its participants. It will not sur- vive very long beyond the time if children can no longer be persuaded to accord it a degree of legitimation” (Papert, 1992: p. 6). Born in South Africa, Papert initially did research in Mathematics at Cam- bridge University, and later worked with Jean Piaget at University of Genève. This experience in Switzerland motivated him to study how children build their knowledge (Papert, 1992), for Piaget’s theory provided a comprehensive frame- work to understand how youngsters think of different phases of their lives. “Piaget’s constructivism offers a window into what children are interested in, and able to achieve, at different stages of their development. The theory de- scribes how children’s ways of doing and thinking evolve over time, and under which circumstance children are more likely to let go of—or hold onto—their DOI: 10.4236/ce.2019.107111 1526 Creative Education C. V. De Alencar Carvalho et al. currently held views” (Ackerman, n.d.). Starting from that perspective, Papert developed his own theory, Constructiv- ism, which focus “on the art of learning, or ‘learning to learn’”, and on the signi- ficance of making things in learning” (Ackerman, n.d.). He emphasizes the im- portance of interacting with educational artifacts to facilitate the construction of new knowledge. “The word constructionism is a mnemonic for two aspects of the theory of science education underlying this project. From constructivist theories of psy- chology, we take a view of learning as a reconstruction rather than as a transmis- sion of knowledge. Then we extend the idea of manipulative materials to the idea that learning is most effective when part of an activity the learner experiences as constructing a meaningful product” (Sabelli, 2008). Later, Papert worked in Massachusetts Institute of Technology (MIT), where he developed LOGO programming language, specially designed as a construc- tionistic educational environment, quite effective for teaching Mathematics. Pa- pert even created the term mathfobia, to describe the fear and discomfort most students have towards Mathematics (Fainguelernt, 1999). Constructionism defends computers as a tool for knowledge building, inte- racting with students in a cycle known as D-E-R-D (description-execution- reflection-debug). Description involves a thorough analysis of the problem, al- lowing students to understand what has to be accomplished. In the execution phase, students interact with the software and receive instantaneous feedback, which leads to the reflection phase, where results are analyzed. Finally, the debug phase discusses new strategies and views (Valente, 1999), as shown in Figure 1. Papert considers the tendency to overvalue abstract reasoning an obstacle in Education progress. He believes in an “epistemological reversion to more con- crete ways of knowing—a reversal of the traditional idea that intellectual progress consists of moving from the concrete to the abstract” (Papert, 1992: p. 137). His theory preconizes to produce the most learning with the least teaching, allowing students to freely discover new knowledge by themselves. In fact, Figure 1. Cycle “description-execution-reflection-debug” (Valente, 1999). DOI: 10.4236/ce.2019.107111 1527 Creative Education C. V. De Alencar Carvalho et al. “the kind of knowledge children most need is the knowledge that will help them to get more knowledge” (Papert, 1992: p. 139). A practical example would be how children learn to play videogames. They assimilate complex rules and strategies without formal training by a teacher, and use their own initiative to look for information in any type of media. In short, they build new knowledge in their personal way and use what they already know as a starting point. Papert describes these innate skills as learning without teaching, and these ab- ilities help students to lose their fear towards learning Mathematics, previously described as mathfobia. Fainguelernt (1999) states that LOGO programming language is an efficient learning tool for Math students, for its constructionist approach allows them to build their knowledge interacting with the computer at their own pace and time. However, traditional ways are hard to change, and most schools did not un- derstand how to insert computers and constructionist softwares in their educa- tional routine. “The computer in the classroom was undermining the division of knowledge into subjects; it was turned into a subject of its own. It undermines the idea of curriculum; it was made the topic of a curriculum of its own. Nevertheless, of course, this mechanism is not confined to computers. In its time, School has normalized other subversive influences too. For example, Piaget was the theorist of learning without curriculum; School spawned the project of developing a Pia- getian curriculum” (Papert, 1992: p. 54). As a result, Courses aiming to achieve computer literacy were developed (Va- lente, 1995). School started teaching how to use computers as an end in itself, as another discipline in its curriculum, and not as a pedagogic tool to help improve learning of every other discipline. In sequence, computers were transformed into instructional tools. In other words, they received the exact material used in traditional classes only to trans- mit it to students, who are passive subjects in the whole process. Computers work as optimized teaching machines, and teachers have little influence on the learning experience (Valente, 1995).
Recommended publications
  • Compiler Error Messages Considered Unhelpful: the Landscape of Text-Based Programming Error Message Research
    Working Group Report ITiCSE-WGR ’19, July 15–17, 2019, Aberdeen, Scotland Uk Compiler Error Messages Considered Unhelpful: The Landscape of Text-Based Programming Error Message Research Brett A. Becker∗ Paul Denny∗ Raymond Pettit∗ University College Dublin University of Auckland University of Virginia Dublin, Ireland Auckland, New Zealand Charlottesville, Virginia, USA [email protected] [email protected] [email protected] Durell Bouchard Dennis J. Bouvier Brian Harrington Roanoke College Southern Illinois University Edwardsville University of Toronto Scarborough Roanoke, Virgina, USA Edwardsville, Illinois, USA Scarborough, Ontario, Canada [email protected] [email protected] [email protected] Amir Kamil Amey Karkare Chris McDonald University of Michigan Indian Institute of Technology Kanpur University of Western Australia Ann Arbor, Michigan, USA Kanpur, India Perth, Australia [email protected] [email protected] [email protected] Peter-Michael Osera Janice L. Pearce James Prather Grinnell College Berea College Abilene Christian University Grinnell, Iowa, USA Berea, Kentucky, USA Abilene, Texas, USA [email protected] [email protected] [email protected] ABSTRACT of evidence supporting each one (historical, anecdotal, and empiri- Diagnostic messages generated by compilers and interpreters such cal). This work can serve as a starting point for those who wish to as syntax error messages have been researched for over half of a conduct research on compiler error messages, runtime errors, and century. Unfortunately, these messages which include error, warn- warnings. We also make the bibtex file of our 300+ reference corpus ing, and run-time messages, present substantial difficulty and could publicly available.
    [Show full text]
  • Agent-Based Modeling with Netlogo
    Agent-Based Modeling with NetLogo Uri Wilensky Center for Connected Learning and Computer-Based Modeling Northwestern Institute on Complex Systems Departments of Computer Science & Learning Sciences Northwestern University Agent-Based Modeling in NetLogo SFI MOOC, Summer 2016 1 History: Roman to Hindu-Arabic Europe – at the turn of the first millenium • Before widespread adoption of Hindu-Arabic, very few could do multiplication/division • Scientists recognized superiority immediately • But widespread adoption took a very long time • Was in surreptitious use, but not official 2 Restructurations Structurations -- the encoding of the knowledge in a domain as a function of the representational infrastructure used to express the knowledge Restructurations -- A change from one structuration of a domain to another resulting from a change in representational infrastructure --- Wilensky & Papert 2006;2010 What is important and hard for people today? Similar to numeracy importance for science but difficulties in understanding, today we need to make sense of complex systems yet we find it difficult. What are Complex Systems? • Systems with a large number of interacting parts, evolving over time • Decentralized decisions vs. centralized control • Emergent global patterns from local interactions and decisions • Examples: ecosystems, economies, immune systems, molecular systems, minds, stock market, democratic government... Emergent Phenomena • Structure (Rules) at Micro- level leads to pattern at Macro- level • Order without Design • No leader or orchestrator
    [Show full text]
  • The Comparability Between Modular and Non-Modular
    THE COMPARABILITY BETWEEN MODULAR AND NON-MODULAR EXAMINATIONS AT GCE ADVANCED LEVEL Elizabeth A Gray PhD INSTITUTE OF EDUCATION UNIVERSITY OF LONDON 1 ABSTRACT The prime concern of this thesis is the comparability of two types of assessment now prevalent in Advanced level GeE examinations. The more conventional linear scheme assesses all candidates terminally, and the only way to improve the grade awarded is to re-take the whole examination. In contrast, the relatively new modular schemes of assessment include testing opportunities throughout the course of study. This not only has formative effects but allows quantifiable improvements in syllabus results through the medium of the resit option. There are obvious differences between the two schemes, but this does not necessarily imply that they are not comparable in their grading standards. It is this standard which the thesis attempts to address by considering the different variabilities of each of the schemes, and how these might impinge upon the outcomes of the grading process as evidenced in the final grade distributions. A key issue is that of legitimate and illegitimate variabilities - the former perhaps allowing an improvement in performance while maintaining grading standards; the latter possibly affecting the grading standard because its effect was not fully taken into account in the awarding process. By looking at a linear and modular syllabus in mathematics, the differences between the two are investigated, and although not fully generalisable, it is clear that many of the worries which were advanced when modular schemes were first introduced are groundless. Most candidates are seen to use the testing flexibility to their advantage, but there is little evidence of over-testing.
    [Show full text]
  • Microworlds: Building Powerful Ideas in the Secondary School
    US-China Education Review A 9 (2012) 796-803 Earlier title: US-China Education Review, ISSN 1548-6613 D DAVID PUBLISHING Microworlds: Building Powerful Ideas in the Secondary School Craig William Jenkins University of Wales, Wales, UK In the 1960s, the MIT (Massachusetts Institute of Technology) developed a programming language called LOGO. Underpinning this invention was a profound new philosophy of how learners learn. This paper reviews research in the area and asks how one notion in particular, that of a microworld, may be used by secondary school educators to build powerful ideas in STEM (science, technology, engineering, and mathematics) subjects. Keywords: microworlds, programming, STEM (science, technology, engineering, and mathematics), constructionism, education Theories of Knowing This paper examines the microworld as a tool for acquiring powerful ideas in secondary education and explores their potential role in making relevant conceptual learning accessible through practical, constructionist approaches. In line with this aim, the paper is split into three main sections: The first section looks at the underlying educational theory behind microworlds in order to set up the rest of the paper; The second section critically examines the notion of a microworld in order to draw out the characteristics of a microworlds approach to learning; Finally, the paper ends with a real-world example of a microworld that is designed to build key, powerful ideas within a STEM (science, technology, engineering, and mathematics) domain of knowledge. To begin to understand the educational theory behind microworlds, a good starting point is to consider the ways in which learners interact with educational technology. In 1980, Robert Taylor (1980) provided a useful framework for understanding such interactions.
    [Show full text]
  • A Simplified Introduction to Virus Propagation Using Maple's Turtle Graphics Package
    E. Roanes-Lozano, C. Solano-Macías & E. Roanes-Macías.: A simplified introduction to virus propagation using Maple's Turtle Graphics package A simplified introduction to virus propagation using Maple's Turtle Graphics package Eugenio Roanes-Lozano Instituto de Matemática Interdisciplinar & Departamento de Didáctica de las Ciencias Experimentales, Sociales y Matemáticas Facultad de Educación, Universidad Complutense de Madrid, Spain Carmen Solano-Macías Departamento de Información y Comunicación Facultad de CC. de la Documentación y Comunicación, Universidad de Extremadura, Spain Eugenio Roanes-Macías Departamento de Álgebra, Universidad Complutense de Madrid, Spain [email protected] ; [email protected] ; [email protected] Partially funded by the research project PGC2018-096509-B-100 (Government of Spain) 1 E. Roanes-Lozano, C. Solano-Macías & E. Roanes-Macías.: A simplified introduction to virus propagation using Maple's Turtle Graphics package 1. INTRODUCTION: TURTLE GEOMETRY AND LOGO • Logo language: developed at the end of the ‘60s • Characterized by the use of Turtle Geometry (a.k.a. as Turtle Graphics). • Oriented to introduce kids to programming (Papert, 1980). • Basic movements of the turtle (graphic cursor): FD, BK RT, LT. • It is not based on a Cartesian Coordinate system. 2 E. Roanes-Lozano, C. Solano-Macías & E. Roanes-Macías.: A simplified introduction to virus propagation using Maple's Turtle Graphics package • Initially robots were used to plot the trail of the turtle. http://cyberneticzoo.com/cyberneticanimals/1969-the-logo-turtle-seymour-papert-marvin-minsky-et-al-american/ 3 E. Roanes-Lozano, C. Solano-Macías & E. Roanes-Macías.: A simplified introduction to virus propagation using Maple's Turtle Graphics package • IBM Logo / LCSI Logo (’80) 4 E.
    [Show full text]
  • Down with School! up with Logoland!
    NEW SCIENTIST REVIEW Down with School! Up with Logoland! The Children's Machine: Rethinking in the classroom, with mixed results. large and small, designed to implement his School in the Age of the Computer I was one of them. About ten years ago, ideas, and has received a wealth of feed­ by Seymour Papert, Basic Books, New York, I was part of a team that developed and back, much of it deeply discouraging. But HarperCollins in Britain, pp 241, £22·50 taught an introductory course in computer one can learn even more from "mistakes" science aimed at universirv students who than from a string of successes-that is a Daniel Dennett hated and feared computers but whose central tenet of Papert's vision of learning, parents, in many cases, had said "You must and he practices what he preaches. So this IN 1956, the mathematician John McCarthy learn about computers before you gradu­ sequel engagingly recounts what he has coined the term "artificial intelligence" ate." These students were seasoned veter­ learned, and especially the mistakes he for a new discipline that was emerging ans of what Paperr calls School-experts at made along the way. His own thinking from some of the more has undergone a transforma­ imaginative and playful tion; he is still an infectiously explorations of that new optimistic visionary, but a mind-tool, the computer. A wiser one. few years later he devel­ Logo has nowjoined forces oped a radically new sort of with Lego, the plastic build­ programming language, ing blocks, and a new wave Lisp, which became the of delectable settings for lingua franca of AI.
    [Show full text]
  • 4 MICRO WORLDS: TRANSFORMING EDUCA TION 1 Seymour Papert
    MICRO WORLDS: 4 TRANSFORMING EDUCA TION 1 Seymour Papert Arts and Media Technology Center Massachusetts Institute of Technology Cambridge. MA Looking at how computers are used in education, one is tempted to start classifying. It's a little dangerous to do this, but I would like to start off with a very crude classification of three ways of using computers, just to place a certain set of problems into perspective. First, as tutorials in one sense or another - which is by far the most widespread, best known, and earliest use - where the computer serves as a sort of mechanized instructor. Secondly, as tools for doing something else: as calculators, word processors, simulators, or whatever. And thirdly, a different concept altogether: as microworlds. Here I shall concentrate on the notion of microworld and talk about its relations both to computers and to theories of learning. The other uses of computers surely have a role - but they are not what will revolutionize education. One microworld which is already widely known is the Logo turtle mi­ croworld. Briefly, this world is inhabited by a small object on the screen. In some versions, it is shaped like a triangle, in others, like an actual turtle. To make it move and draw lines, you talk to it by typing commands on the keyboard. For example, if you say FORWARD 50, the turtle will move in the direction it's facing and draw a line 50 units long, 50 "turtle steps" children might say. Then if you say RIGHT 90, it will turn 90 degrees. And then you can tell it to go forward again, or back, turn through any angle, or lift its pen up so it moves without leaving a trace.
    [Show full text]
  • Changing Logo from a Single Student System to a 3D On-Line Student Collaboratory/Participatory Shared Learning Experience
    Changing Logo from a Single Student System to a 3D On-line Student Collaboratory/Participatory Shared Learning Experience Dr. James G Jones University of North Texas [email protected] Theresa Overall University of North Texas [email protected] The concept of Logo to support constructive learning has been in existence since the 1960’s. Logo as implemented in computer software in the 1970’s has focused on either single student to single computer or a group of students sharing a single computer. Later versions of Logo have supported multi-user networking, but have not truly provided a shared learning environment where students using single systems at distant locations can work together and view each other’s work. This paper will discuss the potential of combining Logo concepts with on-line 3D environments to create engaged participatory learning environments/experiences for students. This approach could expand Logo so that it can allow classrooms connected by the Internet to simultaneously engage in K-12 projects about mathematics, language, music, robotics, telecommunications, and/or science. This paper and the presentation at the TCEA conference will demonstrate what an on-line 3D participatory system looks like and show the initial software modules developed for classroom use. Logo One of the primary purposes of the Logo programming environment is to support constructivist learning, such that students create knowledge through interaction with other people and the world around them. The Logo Programming Language, a dialect of Lisp, was created in the 1970’s to promote the concept of Logo as a learning tool (What is Logo, 2003).
    [Show full text]
  • Logo Philosophy and Implementation TABLE of CONTENTS
    Logo Philosophy and Implementation TABLE OF CONTENTS INTRODUCTION What is Logo? Who Needs It? by Seymour Papert ................................................... IV THE COMPUTER IN COSTA RICA: A New Door to Educational and Social Opportunities Photographs accompanying each chapter are used by Clotilde Fonseca ........................................................... 2 with permission of the authors. THE SAINT PAUL LOGO PROJECT: The samba school photograph in the Brazil chapter is used with permission An American Experience of the photographer John Maier Jr. by Geraldine Kozberg and Michael Tempel ............................ 22 THE RUSSIAN SCHOOL SYSTEM AND THE LOGO APPROACH: Two Methods Worlds Apart Graphic design by Le groupe Flexidée by Sergei Soprunov and Elena Yakovleva ............................... 48 © Logo Computer Systems Inc. 1999 A LOGO POSTCARD FROM ARGENTINA All rights reserved. by Horacio C. Reggini .................................................................... 78 No part of the document contained herein may be reproduced, stored LOGO IN AUSTRALIA: in retrieval systems or transmitted, in any form or by any means, A Vision of Their Own photocopying, electronic, mechanical, recording or otherwise, without by Jeff Richardson ............................................................ 96 the prior approval from Logo Computer Systems Inc. THE CONSTRUCTIONIST APPROACH: Legal deposit, 1st semester 1999 The Integration of Computers ISBN 2-89371-494-3 in Brazilian Public Schools Printed 2-99 by Maria Elizabeth B. Almeida
    [Show full text]
  • Logo Tree Project
    LOGO TREE PROJECT Written by P. Boytchev e-mail: pavel2008-AT-elica-DOT-net Rev 1.82 July, 2011 We’d like to thank all the people all over the globe and all over the alphabet who helped us build the Logo Tree: A .........Daniel Ajoy, Eduardo de Antueno, Hal Abelson B .........Andrew Begel, Carl Bogardus, Dominique Bille, George Birbilis, Ian Bicking, Imre Bornemisza, Joshua Bell, Luis Belmonte, Vladimir Batagelj, Wayne Burnett C .........Charlie, David Costanzo, John St. Clair, Loïc Le Coq, Oliver Schmidt-Chevalier, Paul Cockshott D .........Andy Dent, Kent Paul Dolan, Marcelo Duschkin, Mike Doyle E..........G. A. Edgar, Mustafa Elsheikh, Randall Embry F..........Damien Ferey, G .........Bill Glass, Jim Goebel, H .........Brian Harvey, Jamie Hunter, Jim Howe, Markus Hunke, Rachel Hestilow I........... J..........Ken Johnson K .........Eric Klopfer, Leigh Klotz, Susumu Kanemune L..........Janny Looyenga, Jean-François Lucas, Lionel Laské, Timothy Lipetz M.........Andreas Micheler, Bakhtiar Mikhak, George Mills, Greg Michaelson, Lorenzo Masetti, Michael Malien, Sébastien Magdelyns, Silvano Malfatti N .........Chaker Nakhli ,Dani Novak, Takeshi Nishiki O ......... P..........Paliokas Ioannis, U. B. Pavanaja, Wendy Petti Q ......... R .........Clem Rutter, Emmanuel Roche S..........Bojidar Sendov, Brian Silverman, Cynthia Solomon, Daniel Sanderson, Gene Sullivan, T..........Austin Tate, Gary Teachout, Graham Toal, Marcin Truszel, Peter Tomcsanyi, Seth Tisue, Gene Thail U .........Peter Ulrich V .........Carlo Maria Vireca, Álvaro Valdes W.........Arnie Widdowson, Uri Wilensky X ......... Y .........Andy Yeh, Ben Yates Z.......... Introduction The main goal of the Logo Tree project is to build a genealogical tree of new and old Logo implementations. This tree is expected to clearly demonstrate the evolution, the diversity and the vitality of Logo as a programming language.
    [Show full text]
  • Cross-Listed with Computer Science) Spring 2005 Wednesday, 1:30-4:30 PM Annenberg 303, North Learning Studio
    A CONSTRUCTIONIST APPROACH TO THE DESIGN OF LEARNING ENVIRONMENTS Learning Sciences 426 (cross-listed with Computer Science) Spring 2005 Wednesday, 1:30-4:30 PM Annenberg 303, North Learning Studio Professor: Uri Wilensky Address: Annenberg 311 Phone: 847-467-3818 E-mail: [email protected] TAs: Paulo Blikstein (467-3859 [email protected]) & Josh Unterman (467-2816 [email protected]) Course Web Site: http://ccl.northwestern.edu/courses/cd2005/ Course Instructors: [email protected] Course Members (students and faculty): [email protected] Course Description This course is a hands-on practicum in designing and building technology-enabled curricula and/or educational software. We will use many rich software toolkits designed to enable novice programmers to get their “hands dirty” doing iterative software design. In addition to the hands-on component, the course is also designed to introduce you to the Constructionist Learning design perspective. This perspective, first named by Seymour Papert and greatly influenced by the work of Jean Piaget, is very influential in the learning sciences today. The Constructionist approach starts with the assumption that teaching cannot successfully proceed by simply transferring knowledge to students’ heads. Skillful teaching starts with the current state of knowledge of the student. In order for students to learn effectively, they need to construct the knowledge structures for themselves. In this class, we will engage in the construction of artifacts and, through such constructions, explore and evaluate the design of construction kits and tools to enable learners to construct motivating and powerful artifacts. In the spirit of Constructionism, students in this course will self-construct their own understanding of the educational software and of the literature through constructing artifacts (both physical and virtual) and engaging in reflective discussion of both the artifacts and the tools used to construct them.
    [Show full text]
  • 1 Chapter 3 Microworlds, Objects First, Computational Thinking And
    Chapter 3 Microworlds, Objects First, Computational Thinking and Programming Greg Michaelson School of Mathematical & Computer Sciences Heriot-Watt University Edinburgh, Scotland 1. Overview Teaching of programming has long been dominated by language oriented approaches, complemented by industrial design techniques, with little attendant pedagogy. An influential alternative has been Papert's constructivism, through playful exploration of constrained microworlds. The archetypal microworld is based on turtle graphics, as exemplified in Papert's Logo language. Here, students compose and repeat sequences of operations to steer and move a turtle that leaves a trail behind it. Contemporary graphical environments, like Alice and Scratch, augment the turtle world with colourful interacting animated avatars. However, the microworld approach scales poorly to systematic programming driven by problem solving. Many students find the transition from novice coding to problem solving oriented programming problematic (Moors and Sheenan, 2017). Furthermore, microworld languages tend to be relatively impoverished, lacking types and data structures. Objects First is a contemporary approach to teaching programming through object orientation, which seeks to bridge microworlds and systematic programming. Here, students explore, modify and extend pre-formed objects analogous to microworlds, in constrained subsets of full strength languages, typically Java. However, there is growing evidence that, as with the original microworlds, some students find the transition to problem solving based programming difficult. Computational thinking (CT), as popularised by Wing, offers an approach to problem solving in which programming is the final stage. CT has been widely heralded as a new pedagogy of programming. However, interpretations of CT vary widely from a loose assemblage of techniques to a systematic discipline.
    [Show full text]